Method and a device for creating images

ABSTRACT

A method is provided for creating at least one image of a graphics scene that is to be played back on a screen. The graphics scene is made up of graphics objects. The position of a user is known. A graphics object is created in at least one image while taking account of the position of the user. A terminal is provided, which includes including an image-creator for creating at least one image of a graphics scene that is to be played back on a screen of a user occupying a position relative to the screen, the scene including at least one graphics object.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a Section 371 National Stage Application ofInternational Application No. PCT/FR2013/050661, filed Mar. 27, 2013,the content of which is incorporated herein by reference in itsentirety, and published as WO 2013/144506 on Oct. 3, 2013, not inEnglish.

FIELD OF THE DISCLOSURE

The invention relates to creating images for playing back a graphicsscene, in particular a scene that is made up of a plurality of graphicscomponents and that is to be displayed on a screen.

More particularly, the invention applies to any terminal having a modulesuitable for receiving as input the description of a graphics scene andfor playing back as output one or more images, also referred to asviews, of that graphics scene. By way of example, such a terminal may bea computer, a TV set, a digital decoder, or indeed a mobile telephone.

BACKGROUND

The term “graphics scene” is used to mean a set of graphics objectsdisplayed on a screen, often for the purpose of interacting with a user,e.g. in the context of a video game or of a man-machine interface. Theterm “graphics object” is used to mean a synthetic object, i.e. anobject defined by a set of parameters (shape, color, texture, . . . ) ascontrasted with an object referred to as a “natural” object.

The images of the scene are for playing back the image in relief on ascreen, regardless of whether the screen is or is not athree-dimensional screen.

Two-dimensional screens are used for displaying data in two-dimensionalmode: a single image is displayed on the screen which plays it backwithout relief, however the image may optionally include an impressionof depth that can be thought of as relief.

Three-dimensional screens, in particular stereoscopic three-dimensionalscreens for computers or TV sets, are commonly used for viewing data inrelief. Three-dimensional screens are generally capable of displayingimages in two-dimensional mode or in three-dimensional mode. Inthree-dimensional mode, two images are displayed by the screen whichthus plays them back in relief. The two so-called “stereoscopic” imagesare offset relative to each other, one being for the left eye and theother for the right eye of a user of the screen. This offset, which isalso known as parallax, corresponds to the difference in horizontaldistance between the two eyes of the human user. Depending on the valueof this parallax, the user's brain imagines a point of convergencesituated in front of or behind the plane of the screen, thus associatingan impression of depth with the observed object.

Other systems, and in particular multiple view systems, also known asmulti-view systems, generate more than two images of the screen, whichimages correspond to different views of objects for displaying in aplurality of directions. A plurality of images are then transmitted to ascreen, referred to as a “multiscopic” screen, thereby enabling thescene to be viewed in relief at a plurality of different viewing angles.Depending on the user's position relative to the screen, the user canthen benefit from two of the available images in order to construct astereoscopic view of the image.

Usually, graphics scenes rely on a set of graphics software libraries(also known as “a graphics toolkit”) that serve to draw the basicgraphics components, e.g. cubes, polygons, buttons, lists, etc. Graphicslibraries can communicate directly with the hardware of the terminal, inparticular a video memory, a video card, and a graphics processor unit(GPU), or may make use of a graphics driver program (or applicationprogram interface (API)) in communication with the hardware.

Whatever the type of screen used, it is generally assumed that the useris located at a distance and in a position that are constant.Nevertheless, it is becoming more and more frequent that the user movesin front of the screen, in particular when the user is playing a game.This movement gives rise to drawbacks.

For example, in prior art solutions, the user cannot benefit frominformation about the hidden faces of the object (top, bottom, or sidesof the object).

Furthermore, the inventors have found that those solutions generatestereoscopic images of quality that is poor since one of the images isnot necessarily in register with the other. Specifically, prior artsolutions assume that the user's head is held upright, and thus that theaxis between the two eyes is parallel to the horizon line. If this isnot true, then the user loses accuracy in stereoscopic viewing.

SUMMARY

To this end, in a functional aspect, the invention provides a method ofcreating at least one image of a graphics scene that is to be playedback on a screen of a user occupying a position relative to the screen,the scene including at least one graphics object, the method beingcharacterized in that at least one graphics object is created in atleast one image while taking account of the position of the user.

Thus, the method of the invention provides the advantage of playing backa scene for display on the screen in which the scene is genuinelyadapted to the user regardless of the user's position relative to thescreen. In other words, if the user moves in any three-dimensionaldirection relative to the screen, which itself remains stationary, theplayback of the graphics component in the image(s) created for thescreen takes this movement into account. This approach is particularlyadvantageous when the user is playing a game, since under suchcircumstances users have a natural tendency to move in all directions.

In a particular implementation of the invention, a method as describedabove is also characterized in that the step of creating the graphicsobject comprises the steps of:

-   -   creating a virtual universe having at least one virtual camera;    -   positioning said at least one virtual camera as a function of        the position of the user;    -   projecting said at least one graphics object into the virtual        universe; and    -   capturing said at least one image by means of said at least one        virtual camera on the basis of said projection into the virtual        universe.

This implementation of the invention makes it possible to create aplurality of images automatically from a plurality of captures, orphotographs, of the graphics scene, with each image or view beingconstituted by objects that have been projected while taking account ofthe user's position, and thus of the user's viewing angle. For example,in a stereoscopic context, two virtual cameras located respectively atthe position of the user's left eye and at the position of the user'sright eye are used for capturing two images, with one capture being forplaying back on the screen the image that is for the right eye and withthe other capture being for playing back the image for the left eye. Incontrast, the prior art does not propose modifying the positions of thecameras in order to track the positions of the user's eyes, and as aresult the scene is rendered without taking account of the movement ofthe user. With the invention, the user's viewing point is reproduced viathe captured images. For example, if the user moves upwards, theinvention enables the user to see the top of the object; if the usermoves to the left, the right-hand side of the object is revealed to theuser, etc.

Furthermore, the prior art does not provide any solution capable ofcompensating for the user's eyes not being in horizontal alignment. Inthe invention, even if the user's head is tilted, a high qualitystereoscopic image is still played back to the user: unlike prior artsystems, the user can see the top and the bottom of a plane surfacesince the images of that surface for the left eye and for the right eyeare not in alignment.

In another implementation, which may be performed as an alternative orin addition, the image-creation method is characterized in that itfurther comprises:

-   -   a step of obtaining a number of views that can be displayed on        the screen; and    -   a step of creating images, in which the number of images created        is a function of the number of views that can be played back by        the screen.

This implementation has the advantage of automatically supplying theoptimum number of images for the user's screen: starting from a givengraphics scene (e.g. a game scene), the method of the inventionautomatically creates a single image if the user's screen istwo-dimensional, two images when the screen is stereoscopic, and agreater number of images for a multiscopic screen.

This implementation is very advantageous since it provides a singlemethod for a heterogeneous variety of display terminals.

In a hardware aspect, the invention provides a terminal includingimage-creation means for creating at least one image of a graphics scenethat is to be played back on a screen of a user occupying a positionrelative to the screen, the scene including at least one graphicsobject; the terminal being characterized in that it includes means forcreating at least one graphics object in at least one image while takingaccount of the position of the user.

In a particular embodiment of the invention, a terminal as describedabove further includes:

-   -   means for creating a virtual universe having at least one        virtual camera;    -   means for positioning said at least one virtual camera as a        function of the position of the user;    -   means for projecting said at least one graphics object into the        virtual universe; and    -   means for capturing said at least one image by means of at least        one virtual camera on the basis of said projection into the        virtual universe.

In another particular embodiment of the invention, which may beperformed as an alternative to or in addition, a terminal as describedabove is further characterized in that it comprises:

-   -   means for obtaining a number of views that can be displayed on        the screen;    -   image-creation means, the number thereof being a function of the        number of views that can be played back on the screen.

In another hardware aspect, the invention also provides a computerprogram suitable for being performed on a terminal as described above,the program including code instructions that, when the program isexecuted by a processor, perform the steps of the above-defined method.

The invention can be better understood on reading the followingdescription given by way of example and made with reference to theaccompanying drawings.

THE FIGURES

FIG. 1 shows a system comprising an image-creation module for playingback a graphics scene in an embodiment of the invention.

FIG. 2 is a block diagram of a terminal suitable for performing thesteps of an image-creation method for playing back a graphics scene inan embodiment of the invention.

FIG. 3 is a high level flow chart showing the various steps of a methodof the invention.

FIGS. 4 a and 4 b are graphical illustrations of the initialization stepof a method of the invention.

FIGS. 5 a and 5 b are graphical illustrations of camera-initializationsteps of a method of the invention in the context of a stereoscopicscreen.

FIGS. 6 a and 6 b are graphical illustrations of playback steps of amethod of the invention in the context of a stereoscopic screen.

FIG. 7 is a detailed flow chart for projecting a graphics component ofthe scene.

DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENT

By way of illustration, the present invention is described withreference to a set-top box (STB) digital decoder connected to a TV setsupporting a screen, however it may be applied to other devices such asa mobile telephone, a computer, a TV set, etc.

FIG. 1 shows a system including a terminal T of the invention fittedwith a conversion module MC and connected by way of example to three TVscreens TV 2D, TV 3D, and TV ND that respectively provide atwo-dimensional display, a three-dimensional display, and a multi-viewdisplay. The terminal T contains a graphics scene SG which may forexample be a man-machine interface or a game scene. The scene may havebeen developed locally or externally relative to the terminal. In thisexample, it is assumed that the graphics scene was developed externallyto the terminal T and transmitted thereto via a telecommunicationsnetwork (not shown). The conversion module MC of the terminal T receivesthe graphics scene as input in the form of a description (SG), e.g. adescription of a two-dimensional graphics interface in which a cylinder4 is drawn. The description may be in the form of a sequence ofinstructions suitable, on being executed, for creating in conventionalmanner a two-dimensional image V2D (for: view in two dimensions) of thegraphics scene. The module MC creates two stereoscopic images VG and VDof the scene for the stereoscopic scene. The module MC can also createmore than two images, e.g. six images, for the multiscopic screen.

In stereoscopic mode, one of the images (e.g. VG) corresponds to theview for the user's left eye, and the other image (VD) corresponds tothe view for the user's right eye. A complete stereoscopic image made upof the pair of stereoscopic images VG and VD can be displayed in reliefon the three-dimensional television TV 3D that has a three-dimensionalscreen, each element of the interface being rendered with a depth thatis specific thereto: in this example, for a user of the screen TV 3D,the cylinder 4 3D has positive depth (it appears to project from thescreen).

In the multiscopic situation, a plurality of optionally stereoscopicimages are transmitted to the screen, which displays them for differentviewing angles. A user perceives a different image (or a pair ofdifferent images for multi-view stereoscopy) depending on the user'sposition relative to the device. Consequently, it is possible for theuser to move relative to the displayed objects in order to observe themfrom different directions.

In order to be able to create these various images for playing back on ascreen, the terminal T has hardware and software architecture asdescribed in detail below with reference to FIG. 2.

FIG. 2 is a highly diagrammatic view of an embodiment of one possiblehardware architecture TM for the terminal T. The terminal includes aprocessor CPU for executing the various steps of the invention. Theprocessor is connected: to a memory M storing at least the softwareprograms (in a non-volatile portion of the memory known as read onlymemory (ROM)) and input data corresponding to the graphics scene; to agraphics processor GPU for taking charge of all or some of the graphicscalculations that serve in particular to perform three-dimensionalmanipulation of the graphics components; and to input/output means I/Osuitable for communicating externally, in particular for exchangingimage data with a screen connected to the terminal, or with acommunications network, in order to receive the characteristics of thescreen to which it is connected and in order to receive data concerningthe position of the user relative to the screen. For example, theseinput/output means comprise a high definition multimedia interface(HDMI) suitable for transferring non-compressed multimedia digital data(both audio and video) in high definition to the 2D, 3D, and MD TV sets.All of these elements are interconnected by a bus system 6.

The graphics images processed by the invention are stored in the memoryM, and in this example they are executed on the CPU and the GPU of theterminal. The input graphics scene relies on a set of graphics softwarelibraries TK (also known as a graphics toolkit) that make it possible todevelop such scenes, e.g. man-machine interfaces or game scenes. Inconventional manner, the graphics library TK relies on a low levelgraphics library also referred to as an application programminginterface (API) that provides a set of libraries of functions dedicatedto low level processing, e.g. audio and video processing (video card,sound card, etc.), or relating to input/output peripherals (joystick,network card, mouse, etc.). Such drivers, such as for example OpenGL(for open graphics library—a library based on a specification definingan interface for designing applications that create three-dimensionaland two-dimensional images) are well known to the person skilled in theart. The graphics library TK acting as an overlay on the API graphicsdriver thus provides a development interface that is at a higher leveland that is therefore more comfortable for developers of the graphicsscene.

In an implementation of the invention, these various software layers areused to project the two-dimensional interface into a three-dimensionalvirtual universe by a projection method that is illustrated on the basisof the following figures. The term “virtual universe” is used to mean avirtual three-dimensional space into which graphics objects can beprojected in order to obtain objects constituting a three-dimensionalscene. This virtual universe has means for capturing projectedcomponents. These capture means are referred to below as “virtualcameras”. Such a virtual camera is a software object that defines apoint from which the three-dimensional scene is viewed, and that has thefunction of capturing the view in the virtual universe, and thus ofsimulating taking a picture of the view in a real universe.

In this example, all of software and hardware modules are incorporatedin the conversion module MC of the terminal of FIG. 1. The terminal Tmay be a digital decoder or a mobile telephone provided with theabove-mentioned elements, or indeed a connected television setincorporating these elements, etc.

The various steps of an implementation of the method of the inventionare described below on the basis of FIG. 3.

During a first step E1 of initialization (INIT), a virtual universe iscreated. In conventional manner, this consists in positioning a virtualcamera in a three-dimensional frame of reference. This step is describedin greater detail below with reference to FIG. 4 a.

A step E2 (GET_CP) corresponds to acquiring one of the basic graphicsobjects constituting the graphics scene (CP_(—)2D), e.g. the cylinder 4.This element may be selected equally well from any of the graphicsobjects that are available.

Once one of the graphics objects has been acquired, the method then actsduring a step E3 (PROJ) to project the image into the previously createdthree-dimensional universe. The projection step is described in detailbelow with reference to FIG. 7 and consists in cladding texture onto oneor more polygons in order to obtain from the two-dimensional element athree-dimensional element that is constituted by one or more facetspossessing the texture of the two-dimensional element.

During a step E4 (COMP), the method tests whether any graphics objectsremain to be processed. If not, a new component is selected, and theprojection step E3 is performed once more. If all of the components havebeen processed, the graphics scene as constituted in this way by all ofthe objects that have been projected into the virtual universe, iscaptured during a step E9 (CAPT) that consists in capturing or“photographing” the scene by means of the various cameras that have beencreated in a step E6 and positioned in a step E8, which steps aredescribed below.

During a step E5, shown in parallel with the step E2 (which may takeplace before or after the step E2 or simultaneously therewith), themethod of the invention obtains a number of views of the screen. In thisexample, the terminal is connected to the television set via an HDMIconnection. HDMI defines a standard and an interface for digitalaudio/video, which standard makes it possible to connect an audio videosource to a compatible device of the TV type. It is assumed that the twodevices (terminal and TV set) also implement the optional consumerelectronics control (CEC) standard that is associated with the HDMIstandard, thereby enabling compatible devices to communicate with oneanother and to transmit commands. The terminal may then use the HDMI/CECinterface to retrieve the characteristics of the screen, and inparticular the number of views that it can display (one, two, or six inthe present example).

During the step E6, the method creates a plurality of virtual cameras;the number of cameras depends on the number of views that the screenpossesses: two for a stereoscopic screen; one for a non-stereoscopicscreen; and six for the multiscopic screen in the example of FIG. 1 (andother configurations are possible, in particular for stereoscopicmultiscopic screens that sometimes share images between the right orleft eye of one view and the left or right eye of the following view. Inthis example, two virtual cameras C1 and C2 are created as shown in FIG.5 a, for a stereoscopic screen. Naturally, if the screen istwo-dimensional, this step may be optimized since the single camera C1created during the initialization stage E1 suffices.

The step E7 consists in retrieving the position of the user who is toreceive the scene. Numerous techniques are known for obtaining theposition of a user without requiring active participation on the part ofthat user, e.g. techniques for detecting and then tracking the user'shead, or eyes, with the help of one or more cameras serving to determinethe user's position in three-dimensional space relative to three axes.This position may be transmitted to the terminal by the camera(s) incharge of obtaining that position. This type of technique is describedfor example in the article “Real time eye detection and tracking undervarious light conditions” by Feng Jiao and Guiming He (Data ScienceJournal, Vol. 6 (2007), pp. S636-S640). That document is incorporated inthe present application by reference.

The playback of the screen can thus be based on the exact position ofeach of the user's eyes, but alternatively it may also be based on theposition of the user's head, face, shoulders, hands, etc. In a variantimplementation, it is possible to imagine that the user personallytransmits his or her position to the terminal (e.g. by pressing on a keyof a remote control, which then transmits its position to the STB).

During a following step E8, once the terminal has the position of theuser (as obtained in step E7) and the number of cameras (as it createdin step E6), the position of each camera is established as a function ofthe user's position, as described with reference to FIG. 6 a.

In step E9, the three-dimensional scene made up of various elementsarranged in the universe of the cameras is made available as input. Itmay then be captured by the various cameras. For example, a first imageIM1 of the three-dimensional scene is captured by the camera 1, C1, forthe left eye. A second image IM2 is captured in the same manner for theright eye by replacing the camera 1, C1 by the camera 2, C2. The twoimages as obtained in this way form a pair of stereoscopic images.

At the end of this step E9, one or more images are available (e.g. thetwo stereoscopic images corresponding to the two cameras), which imagesare suitable for being combined during a step E10 (COMP) in order tocreate a complete image of the scene (IC) in the input format expectedby the screen, e.g. two stereoscopic images that are side by side or oneabove the other (top/bottom), or indeed that alternate in time incompliance with the field sequential mode of the Blu-ray 3D format. Thisstep E10 may be omitted if the screen is capable of accepting the imagesdirectly as input. In particular, it is omitted systematically whenusing a two-dimensional screen since only one image is deliveredthereto, so it does not require any particular composition format.

The method comes to an end with a step E11 (END) during which the finalimage IC made up of all of the captured images is transmitted to thescreen.

FIGS. 4 a and 4 b are graphical illustrations of the step (E1) ofinitializing a method of the invention.

The three-dimensional space represented by the reference frame (O, X, Y,Z) is initially created (with the axis Y not being shown since itextends perpendicularly to the plane of the figure, given that thevirtual universe is being viewed from above). A first virtual camera C1is created pointing to the origin of the reference frame. Theconfiguration of the camera determines a volume of three-dimensionalspace that is also known as a frustum by the person skilled in the art,and which is potentially visible to the user when viewing the screen(the grayed area in the figure). It constitutes a truncated pyramid. Theapex of the pyramid is the position of the camera C1, its base is thefar plane FP, and the pyramid is truncated at the level of the nearplane NP. All of three-dimensional objects that are to be found in thefrustum, in this example the cylinder 4, are visible and are thereforerendered on the screen. The parameters of this space are freelysettable. For example, it is possible to use a distance D1=150centimeters (cm) between the apex of the pyramid and the plane NP, adistance D2=250 cm between the apex and the plane FP, and a distance D3of 1280 cm for the height of the reference plane Z0 which corresponds tothe zero-depth projection plane (Z=0). The unit selected in this exampleis the centimeter, however the distances could equally well be expressedin inches or in any other measurement unit, since the virtual universethat has been created is independent of any measurement unit and itssettings may be freely chosen.

The user, shown facing the screen in FIG. 4 b, which corresponds to FIG.4 a, sees the object 4 in its initial position, without relief. This isas though the user were in the position of the camera C1.

FIGS. 5 a and 5 b are graphical illustrations showing the cameracreation step (E6) of a method of the invention in the context of astereoscopic screen.

A second camera C2 is created that is identical to the first camera C1,during the step E6 shown in FIG. 3. The two cameras coincide, as dotheir frustums. Thereafter, the cameras C1 and C2 are spaced apart fromeach other along the Y axis and positioned at equal distances from theinitial position, while complying with the stereoscopic renderingconstraint, i.e. they are spaced apart by a parallax distance D4corresponding to the space between the two eyes of a human observer,e.g. D4=6 cm. The origins O′ and O″ of the reference frames associatedwith the two cameras are shifted in translation by the same amount asthe cameras, the camera C1 pointing at the origin of a reference frame(O′, X, Y, Z) and the camera C2 at the origin of a reference frame (O″,X, Y, Z) such that O′ and O″ are spaced apart by D4 along the Y axis.The three-dimensional universe is created in this way.

The user, still shown facing the middle of the screen in FIG. 4 b, seesthe objects 4 in its initial position, together with relief since theuser is now receiving the views from the cameras C1 and C2 respectivelyvia the right eye and the left eye.

FIGS. 6 a and 6 b are graphical illustrations of the playback steps of amethod of the invention in the context of a stereoscopic screen. It isassumed that the user has moved. In this step, the position P of theuser relative to the screen is known as retrieved in step E7. Inaccordance with the invention, the cameras C1 and C2 are moved into aposition P′ in the virtual universe that corresponds to the user'sposition P in the real universe. More precisely, if it is desired toreproduce the positions of the user's eyes, the camera C1 is placed atthe position of the user's left eye and the camera C2 at the position ofthe user's right eye.

As shown in FIG. 6 b, the user in the real universe has moved to theleft. The user can now see the right face of the object 4 as though theuser were occupying the positions of the cameras C1 and C2.

FIG. 7 is a detailed flow chart corresponding to the step E3 ofprojecting a graphics component of the scene into the virtual universe.The projection step follows firstly the above-described step E2 ofacquiring one of the components of the scene, and secondly the step E1of creating the virtual three-dimensional universe. During the firststep E20 (GENE), a graphics component (i.e. the cylinder 4) is madeavailable as input, together with the three-dimensional virtualuniverse. During the step E20, a two-dimensional image is created fromthe acquired graphics component. For example, if the library TK providesas input a geometrical representation of the cylinder 4, this stepserves to transform that representation into a set of pixels that can beconsidered as an image of the cylinder.

On the basis of this image, a texture of the component is extractedduring a step E21 (TEXT). Such a texture extraction method is well knownto the person skilled in the art and is not described in greater detail.In this implementation, the term “texture” is used to mean all of thepixels of the image constructed during the step E20 for the componentunder consideration and applicable on a polygon.

Thereafter, during a step E22 (QUAD), a surface is defined by a set ofpolygons suitable for representing the relief of the graphics component.By way of example, and in conventional manner, this surface may be a setof quadrangles or of triangles. In the description below, it isconsidered that the graphics component is represented by projection ontoa single polygon, however representing the component on a genuine volumein perspective would require a plurality of polygons. The polygon isdrawn in the position (Z=0) in the virtual universe, i.e. the componentis given a zero depth by default.

Thereafter the texture is applied during a step E23 (MAP) on the polygonas drawn in this way, with the help of a texture cladding method. Thecladding (or mapping) of a texture is a technique that is well known andthat serves to draw a two-dimensional or three-dimensional object insuch a manner that the polygons making it up are covered in the texture.It consists in associating each pixel of the polygon with a valueextracted from the texture for cladding.

Naturally, the implementation as described above is given purely by wayof non-limiting indication, and numerous modifications may easily beprovided by the person skilled in the art without thereby going beyondthe ambit of the invention.

1. A method comprising: creating at least one image of a graphics scenethat is to be played back on a screen of a user occupying a positionrelative to the screen, the scene including at least one graphicsobject; and creating the at least one graphics object in the at leastone image of the graphics scene while taking account of the position ofthe user.
 2. The method according to claim 1, wherein the step ofcreating the graphics object comprises the following steps: creating avirtual universe having at least one virtual camera); positioning saidat least one virtual camera as a function of the position of the user;projecting said at least one graphics object into the virtual universe;and capturing said at least one image by using said at least one virtualcamera on the basis of said projection into the virtual universe.
 3. Themethod according to claim 1, wherein the method further comprises: astep of obtaining a number of views that can be displayed on the screen;and a step of creating images, in which a number of images created is afunction of a number of views that can be played back by the screen. 4.A terminal including: image-creation means for creating at least oneimage of a graphics scene that is to be played back on a screen of auser occupying a position relative to the screen, the scene including atleast one graphics object; and means for creating the at least onegraphics object in the at least one image while taking account of theposition of the user.
 5. The terminal according to claim 4, wherein theterminal comprises: means for creating a virtual universe having atleast one virtual camera; means for positioning said at least onevirtual camera as a function of the position of the user; means forprojecting said at least one graphics object into the virtual universe;and means for capturing said at least one image by means of at least onevirtual camera on the basis of said projection into the virtualuniverse.
 6. The terminal according to claim 4, wherein the terminalcomprises: means for obtaining a number of views that can be displayedon the screen; means for creating a number of images the number thereofbeing a function of a number of views that can be played back on thescreen.
 7. A non-transitory computer-readable medium comprising acomputer program stored thereon and including code instructions that,when the program is executed by a processor, configure the computer toperform a method comprising: creating at least one image of a graphicsscene that is to be played back on a screen of a user occupying aposition relative to the screen, the scene including at least onegraphics object; and creating the at least one graphics object in the atleast one image of the graphics scene while taking account of theposition of the user.